ORIGINAL: Stridor
Mad Russian,
I think perhaps you misunderstood my poor attempt at explanation. You can make smaller maps than 1kmx1km which have clearly defined geometry where the player can and can't go just like the maps now. Look at the maps now. Notice the wall effect at the edge of the map. The player has feedback on where the edge is. You could easily do this with a smaller map as well (have a defined edge or if you wanted a high mountain or water or whatever barrier you wanted to have). The player would see very clearly where he/she can and can't go. The problem is that the computer needs an AI/LOS map to do this same. This is a 1000x1000 bitmap called map.bmp. This is what I was talking about above.
Does this help. I think what you want to do can be done without too much problems. Going smaller is easy. Going Bigger is harder.
Edit: See my post above. The player would see the map "." as land which can be navigated. To him the "x" would not have any geometry and so not be rendered. So the player would be playing on the smaller map (and on a non symmetrical map to boot). The computer sees the world in a 1k x 1k block and needs that extra info to let it know that the player can't play there, that is all.
That's all a ways down the road. At the moment I can't get the map in the editor to even zoom in and out so I can see where to put my objective flags and both sides units.....off to read the manual AGAIN.....lol....
Good Hunting.
MR




